为学习而玩:基于用户体验的寓教于乐游戏学生参与度评估

Maria Rona Perez, Danna May Manssul, Rossana Adao, Eymard Pempina, A. Lagman, Melba Besa
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引用次数: 2

摘要

为孩子们打造良好的数字体验可能很困难;游戏设计师必须考虑儿童的认知和运动技能限制,了解他们的目标用户,同时创造一些娱乐性和教育性的内容。这也应该符合国家和国际的管辖权,同时也要吸引父母。在本文中,研究人员使用了一款名为Tahderiyyah Literacy App (TLA)的教育游戏,该游戏具有标准的通用框架,是设计师和开发者为4至6岁的儿童创建的。这个平台一直是寓教于乐游戏在用户体验领域的试验场。本研究的目的是观察幼儿园小学生(学习者)在一个特定的基于游戏用户体验的TLA上的互动、体验和适应。TLA是用他们的母语设计的,可以在移动设备上播放。只关注来自穆斯林社区的学习者。虽然“用户体验”一词既包括物理体验,也包括数字体验,但该框架的主要关注点纯粹是数字服务,其中只对基于触摸的设备进行更详细的评估。在评估过程中,学生们被观察和采访关于游戏以及他们从游戏中学到的数字和字母。这个过程是为了帮助幼儿园回答他们的问卷。每一个作为应答者的学习者都被引导去回答给他们的问卷的答案。本文的后半部分描述了使用TLA分析学习环境中HCI因素的结果。本文还讨论了使用TLA作为教学工具设计的意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Playing for Learning: A Student Engagement Assessment on Edutainment Game based on User Experience
Crafting a good digital experience for children can be difficult; game designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational at the same time. This should also comply with national and international jurisdiction, and time appeal to parents as well. In this paper the researchers used of an educational game called Tahderiyyah Literacy App (TLA) with standard general framework which designers and developers created for children ages four to six years old. This platform has been the testing ground for the edutainment game in the field of user experience. The purpose of the paper is to observe the interactions, experience and adaptation of kindergarten pupil (learners) on a particular on the TLA based on game's user experience. TLA was design using their mother tongue which can be played on mobile devices. Focusing only to learners from Muslim Community. While the term User Experience encompasses both physical and digital experiences, the main focus for the framework is purely for digital services wherein only touch based devices are evaluated in greater detail. On the assessment process, students were observed and interviewed about the game and what they learned about numbers and letters from game they played. This process was done to help the kindergarten answers their questionnaires. Every learner that act as respondents were guided to answer the answer the questionnaires given to them. Results of using TLA to analyze an HCI factors in learning environment are described in the later part of this paper. Implications for using TLA as a design for pedagogical tool are also discussed.
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